Difference between revisions of "How To Prep Mod Files Using TES4Files"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>MentalElf
(Add "more" indicating more directories could be created as output.)
imported>MentalElf
(Simplify and clarify)
Line 6: Line 6:
==Steps==
==Steps==


1. Start TES4Files
1. Start TES4Files. In this example TES4Files is installed in the Oblivion/Data subdirectory.


2. Choose '''MyMod.esp''' and check '''Fix NIFs''' and click '''Export'''
2. Choose '''MyMod.esp''' and check '''Fix NIFs''' and click '''Export'''
Line 26: Line 26:


  '''NOTE''': TES4Files cannot see files that are not referenced in the .esp file such as DistantLOD,
  '''NOTE''': TES4Files cannot see files that are not referenced in the .esp file such as DistantLOD,
  texture replacers, music files (unless referenced in script), and any
  texture replacers, music files (unless referenced in script), and any  optional/alternate files such as alternate EGM files for example. You'll have to copy those into this folder yourself.
  optional/alternate files such as alternate EGM files for example. You'll have to copy those
into this folder yourself.


7. Create an archive in the folder that contains the .esp (do not include the data folder and error/log files). Example:
7. Create an archive in the top folder that contains the Data subdirectory... make the archive contents the complete contents of the "Data" subdirectory. Example:


  '''Oblivion\Data\MyMod\Data\MyMod.7z'''
  '''Oblivion\Data\MyMod\MyMod.7z'''


The contents of the archive should look like this:
The contents of the archive should look like this:


  '''\MyMod.esp'''
  '''Data\MyMod.esp'''
  '''\MyMod Readme.txt'''
  '''Data\MyMod.txt'''
  '''\Textures\*'''
  '''Data\Textures\*'''
  '''\Meshes\*'''
  '''Data\Meshes\*'''
'''...more... (depends on mod content)...'''


8. Move your archive and readme to your upload area and delete the temporary export folder:
8. Move your archive and readme to your upload area and delete the temporary export folder:

Revision as of 10:03, 30 July 2007

Overview

This tutorial will demonstrate how to prepare your mod for archiving and eventual upload to a mod site.

TES4Files which examines the selected .esp file and pulls all associated NIFs, textures found in the NIFs, sounds, etc. and puts it in a sub-folder with the same name as the mod.

Steps

1. Start TES4Files. In this example TES4Files is installed in the Oblivion/Data subdirectory.

2. Choose MyMod.esp and check Fix NIFs and click Export

3. Once done, click OK and close TES4Files, the following directory structure will be created:

Oblivion\Data\MyMod\MyMod\MyMod_error.txt
Oblivion\Data\MyMod\MyMod\MyMod_log.txt
Oblivion\Data\MyMod\MyMod\Data\MyMod.esp
Oblivion\Data\MyMod\MyMod\Data\Textures\*
Oblivion\Data\MyMod\MyMod\Data\Meshes\*
...more... (depends on mod content)...

4. Check the error.txt file to make sure there are no missing textures and such.

5. Copy your readme file to the same folder as your .esp file since it does not grab text files, unless you name it "mymod.txt" (rather than "mymod readme.txt").

6. Examine the mesh, texture and any other folders with a quick glance to make sure you see everything that should be there.

NOTE: TES4Files cannot see files that are not referenced in the .esp file such as DistantLOD,
texture replacers, music files (unless referenced in script), and any  optional/alternate files such as alternate EGM files for example. You'll have to copy those into this folder yourself.

7. Create an archive in the top folder that contains the Data subdirectory... make the archive contents the complete contents of the "Data" subdirectory. Example:

Oblivion\Data\MyMod\MyMod.7z

The contents of the archive should look like this:

Data\MyMod.esp
Data\MyMod.txt
Data\Textures\*
Data\Meshes\*
...more... (depends on mod content)...

8. Move your archive and readme to your upload area and delete the temporary export folder:

Oblivion\Data\MyMod\*

References

Source: LHammonds Web Site Tool Home Page: MentalElf's TES4FILES